mirror of
https://git.shylie.info/shylie/glerminal.git
synced 2024-11-13 21:40:04 +00:00
663 lines
20 KiB
C++
663 lines
20 KiB
C++
#include "glerminal-private.h"
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#define SCREEN_SIZE_UNIFORM_NAME "screen_size"
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#define PALETTE_UNIFORM_NAME "palette"
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#define SPRITES_UNIFORM_NAME "sprites"
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#define LAYERS_UNIFORM_NAME "layers"
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namespace
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{
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glerminal::glerminal* GLERMINAL_G = nullptr;
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constexpr float VBO_VERTICES[] =
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{
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// first triangle
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0, 0, // top right
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0, -1, // bottom right
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-1, 0, // top left
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// second triangle
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0, -1, // bottom right
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-1, -1, // bottom left
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-1, 0 // top left
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};
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constexpr char* VERTEX_SHADER_SOURCE =
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"#version 400 core\n"
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"layout (location = 0) in vec2 position;\n"
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"layout (location = 1) in vec2 offset[8];\n"
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"layout (location = 9) in ivec4 sprite[2];\n"
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"uniform vec4 " SCREEN_SIZE_UNIFORM_NAME ";\n"
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"out VS_OUT {\n"
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" flat vec2 offset[8];\n"
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" flat ivec4 sprite[2];\n"
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" vec2 texcoord;\n"
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"} vs_out;\n"
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"void main()\n"
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"{\n"
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" vs_out.sprite = sprite;\n"
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" for (int i = 0; i < 8; i++)\n"
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" {\n"
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" vs_out.offset[i] = offset[i] * " SCREEN_SIZE_UNIFORM_NAME ".zw;\n"
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" }\n"
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" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
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" vec2 cell_position = vec2(1 + gl_InstanceID - " SCREEN_SIZE_UNIFORM_NAME ".x * floor(gl_InstanceID * " SCREEN_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID) * " SCREEN_SIZE_UNIFORM_NAME ".z));\n"
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" vec2 temp = vec2((position + cell_position) * " SCREEN_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1));\n"
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" gl_Position = vec4(temp.x, -temp.y, 0, 1);\n"
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"}";
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constexpr char* GEOMETRY_SHADER_SOURCE =
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"#version 400 core\n"
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"layout (triangles) in;\n"
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"layout (triangle_strip, max_vertices = 24) out;\n"
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"layout (invocations = 8) in;\n"
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"in VS_OUT {\n"
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" flat vec2 offset[8];\n"
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" flat ivec4 sprite[2];\n"
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" vec2 texcoord;\n"
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"} gs_in[];\n"
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"flat out int sprite;\n"
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"out vec2 texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Layer = gl_InvocationID;\n"
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" gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
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" sprite = gs_in[0].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n"
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" texcoord = gs_in[0].texcoord;\n"
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" EmitVertex();\n"
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" gl_Layer = gl_InvocationID;\n"
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" gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
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" sprite = gs_in[1].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n"
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" texcoord = gs_in[1].texcoord;\n"
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" EmitVertex();\n"
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" gl_Layer = gl_InvocationID;\n"
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" gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
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" sprite = gs_in[2].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n"
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" texcoord = gs_in[2].texcoord;\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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"}";
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constexpr char* FRAGMENT_SHADER_SOURCE =
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"#version 400 core\n"
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"in vec2 texcoord;\n"
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"flat in int sprite;\n"
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"uniform usampler2DArray " SPRITES_UNIFORM_NAME ";\n"
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"uniform vec4 " PALETTE_UNIFORM_NAME "[16];\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = " PALETTE_UNIFORM_NAME "[int(texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite)))];\n"
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"}";
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constexpr char* SCREEN_VERTEX_SHADER_SOURCE =
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"#version 400 core\n"
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"layout (location = 0) in vec2 position;\n"
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"out vec2 texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(position * 2 + 1, 0, 1);\n"
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" texcoord = vec2(position.x + 1, -position.y);\n"
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"}";
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constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
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"#version 400 core\n"
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"in vec2 texcoord;\n"
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"uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" vec3 current_color = vec3(0);\n"
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" for (int i = 0; i < 8; i++)\n"
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" {\n"
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" vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
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" current_color = mix(current_color, texsample.rgb, texsample.a);\n"
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" }\n"
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" FragColor = vec4(current_color, 1);\n"
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"}";
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}
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namespace glerminal
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{
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glerminal::glerminal(glerminal_init_cb init, glerminal_main_cb main) :
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m_main(main),
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m_cells{ },
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m_offsets{ },
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m_sprites{ },
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m_palette{ }
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#ifdef _DEBUG
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, m_log("log.txt")
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#endif
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{
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if (GLERMINAL_G)
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{
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throw std::runtime_error("glerminal is already running.");
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}
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// unsure if this should be an error
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if (!init)
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{
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throw std::runtime_error("No init callback provided.");
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}
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if (!m_main)
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{
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throw std::runtime_error("No main callback provided.");
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}
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init_glfw();
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init_gl();
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GLERMINAL_G = this;
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init();
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}
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glerminal::~glerminal()
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{
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deinit_gl();
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deinit_glfw();
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GLERMINAL_G = nullptr;
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}
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void glerminal::run()
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{
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float last = glfwGetTime();
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while (!glfwWindowShouldClose(m_window))
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{
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glfwPollEvents();
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const float current = glfwGetTime();
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m_main(current - last);
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last = current;
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}
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}
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void glerminal::flush()
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{
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// use dirty flag later
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glNamedBufferData(m_sprites_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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glNamedBufferData(m_offsets_instance_vbo, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW);
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update_sprites();
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update_palette();
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glUseProgram(m_program);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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glBindVertexArray(m_vao);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA);
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glUseProgram(m_screen_program);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(m_screen_vao);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(m_window);
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}
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void glerminal::set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite)
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{
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if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
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{
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m_cells[layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH] = sprite;
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}
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}
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unsigned char glerminal::get(unsigned char x, unsigned char y, unsigned char layer) const
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{
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if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
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{
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return m_cells[x + y * GRID_WIDTH + layer * GRID_AREA];
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}
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else
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{
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return 0;
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}
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}
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void glerminal::offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset)
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{
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if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
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{
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m_offsets[2 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 0] = x_offset;
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m_offsets[2 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 1] = y_offset;
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}
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}
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void glerminal::update_sprite(unsigned char id, glerminal_sprite sprite)
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{
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// does this work?
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reinterpret_cast<glerminal_sprite*>(m_sprites)[id] = sprite;
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}
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void glerminal::update_palette_color(unsigned char id, unsigned int color)
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{
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if (id < 16)
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{
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m_palette[4 * id + 0] = ((color >> 24) & 0xFF) / 255.0f;
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m_palette[4 * id + 1] = ((color >> 16) & 0xFF) / 255.0f;
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m_palette[4 * id + 2] = ((color >> 8) & 0xFF) / 255.0f;
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m_palette[4 * id + 3] = ((color >> 0) & 0xFF) / 255.0f;
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}
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}
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void glerminal::init_glfw()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// not resizable for now.
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//
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// need to think about how to handle resizing to ensure
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// that the window stays an integer number of "tiles" large
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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#ifdef _DEBUG
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glfwWindowHint(GLFW_CONTEXT_DEBUG, GLFW_TRUE);
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#endif
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// non-adjustable size for the same reason as above
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m_window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "glerminal", nullptr, nullptr);
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if (!m_window)
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{
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throw std::runtime_error("Failed to create glerminal window.");
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}
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}
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#ifdef _DEBUG
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void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const
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{
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glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message);
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}
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#endif
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void glerminal::init_gl()
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{
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glfwMakeContextCurrent(m_window);
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glfwSwapInterval(1);
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if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)))
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{
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throw std::runtime_error("Failed to initialize GLAD.");
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}
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#ifdef _DEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
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{
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const char* source_str = "[UNKNOWN]";
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switch (source)
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{
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case GL_DEBUG_SOURCE_API:
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source_str = "[API]";
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break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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source_str = "[WINDOW]";
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break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER:
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source_str = "[SHADER]";
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break;
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case GL_DEBUG_SOURCE_THIRD_PARTY:
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source_str = "[GLERMINAL]";
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break;
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case GL_DEBUG_SOURCE_APPLICATION:
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source_str = "[APPLICATION]";
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break;
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}
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const char* type_str = "[UNKNOWN]";
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switch (type)
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{
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case GL_DEBUG_TYPE_ERROR:
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type_str = "[ERROR]";
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break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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type_str = "[DEPRECATED]";
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break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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type_str = "[UNDEFINED]";
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break;
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case GL_DEBUG_TYPE_PORTABILITY:
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type_str = "[PORTABILITY]";
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break;
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case GL_DEBUG_TYPE_PERFORMANCE:
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type_str = "[PERFORMANCE]";
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break;
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}
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static_cast<const glerminal*>(userParam)->m_log << source_str << type_str << ' ' << std::string(message, length) << std::endl;
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}, this);
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#endif
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// -- setup vertex data --
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// create vertex buffer object
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glGenBuffers(1, &m_vbo);
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glGenBuffers(1, &m_sprites_instance_vbo);
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glGenBuffers(1, &m_offsets_instance_vbo);
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// create vertex array object
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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// set up static vertex attributes
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VBO_VERTICES), VBO_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
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// set up instanced vertex attributes
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glBindBuffer(GL_ARRAY_BUFFER, m_offsets_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(0 * sizeof(*m_offsets)));
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glVertexAttribDivisor(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(2 * sizeof(*m_offsets)));
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glVertexAttribDivisor(2, 1);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(4 * sizeof(*m_offsets)));
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glVertexAttribDivisor(3, 1);
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(6 * sizeof(*m_offsets)));
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glVertexAttribDivisor(4, 1);
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(8 * sizeof(*m_offsets)));
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glVertexAttribDivisor(5, 1);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(10 * sizeof(*m_offsets)));
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glVertexAttribDivisor(6, 1);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(12 * sizeof(*m_offsets)));
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(14 * sizeof(*m_offsets)));
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glVertexAttribDivisor(8, 1);
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glBindBuffer(GL_ARRAY_BUFFER, m_sprites_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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glEnableVertexAttribArray(9);
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glVertexAttribIPointer(9, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(0 * sizeof(*m_cells)));
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glVertexAttribDivisor(9, 1);
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glEnableVertexAttribArray(10);
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glVertexAttribIPointer(10, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(4 * sizeof(*m_cells)));
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glVertexAttribDivisor(10, 1);
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// set up static vertex attributes
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glGenVertexArrays(1, &m_screen_vao);
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glBindVertexArray(m_screen_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
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// -- setup shader program --
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// compile
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const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE, nullptr);
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glCompileShader(vertex_shader);
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const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE, nullptr);
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glCompileShader(geometry_shader);
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const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE, nullptr);
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glCompileShader(fragment_shader);
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int success;
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// verify compile
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glDeleteShader(vertex_shader);
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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throw std::runtime_error("Could not compile vertex shader.");
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}
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glDeleteShader(vertex_shader);
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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throw std::runtime_error("Could not compile geometry shader.");
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}
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(geometry_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
throw std::runtime_error("Could not compile fragment shader.");
|
|
}
|
|
|
|
// link
|
|
m_program = glCreateProgram();
|
|
glAttachShader(m_program, vertex_shader);
|
|
glAttachShader(m_program, geometry_shader);
|
|
glAttachShader(m_program, fragment_shader);
|
|
glLinkProgram(m_program);
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(geometry_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
// verify link
|
|
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glDeleteProgram(m_program);
|
|
|
|
throw std::runtime_error("Could not link shader program.");
|
|
}
|
|
|
|
// setup uniforms
|
|
m_screen_size_uniform_location = glGetUniformLocation(m_program, SCREEN_SIZE_UNIFORM_NAME);
|
|
m_palette_uniform_location = glGetUniformLocation(m_program, PALETTE_UNIFORM_NAME);
|
|
|
|
glUseProgram(m_program);
|
|
glUniform4f(m_screen_size_uniform_location, GRID_WIDTH, GRID_HEIGHT, 1.0f / GRID_WIDTH, 1.0f / GRID_HEIGHT);
|
|
|
|
glUniform1i(glGetUniformLocation(m_program, SPRITES_UNIFORM_NAME), 0);
|
|
|
|
update_palette();
|
|
|
|
// compile
|
|
const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
|
glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE, nullptr);
|
|
glCompileShader(screen_vertex_shader);
|
|
|
|
const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE, nullptr);
|
|
glCompileShader(screen_fragment_shader);
|
|
|
|
// verify compile
|
|
glGetShaderiv(screen_vertex_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glDeleteShader(screen_vertex_shader);
|
|
glDeleteShader(screen_fragment_shader);
|
|
|
|
throw std::runtime_error("Could not compile screen vertex shader.");
|
|
}
|
|
|
|
glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glDeleteShader(screen_vertex_shader);
|
|
glDeleteShader(screen_fragment_shader);
|
|
|
|
throw std::runtime_error("Could not compile screen fragment shader.");
|
|
}
|
|
|
|
// link
|
|
m_screen_program = glCreateProgram();
|
|
glAttachShader(m_screen_program, screen_vertex_shader);
|
|
glAttachShader(m_screen_program, screen_fragment_shader);
|
|
glLinkProgram(m_screen_program);
|
|
glDeleteShader(screen_vertex_shader);
|
|
glDeleteShader(screen_fragment_shader);
|
|
|
|
// verify link
|
|
glGetProgramiv(m_screen_program, GL_LINK_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glDeleteProgram(m_screen_program);
|
|
|
|
throw std::runtime_error("Could not link screen shader program.");
|
|
}
|
|
|
|
// setup uniforms later
|
|
|
|
// -- setup textures --
|
|
glGenTextures(1, &m_sprites_texture);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
|
|
|
|
update_sprites();
|
|
|
|
// -- setup framebuffer --
|
|
glGenFramebuffers(1, &m_framebuffer);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
|
|
|
|
glGenTextures(1, &m_framebuffer_backing_texture);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
|
|
|
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, LAYER_COUNT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_framebuffer_backing_texture, 0);
|
|
|
|
// setup uniforms for screen shader
|
|
glUseProgram(m_screen_program);
|
|
}
|
|
|
|
void glerminal::deinit_glfw()
|
|
{
|
|
glfwDestroyWindow(m_window);
|
|
|
|
glfwTerminate();
|
|
}
|
|
|
|
void glerminal::deinit_gl()
|
|
{
|
|
glDeleteFramebuffers(1, &m_framebuffer);
|
|
glDeleteTextures(1, &m_framebuffer_backing_texture);
|
|
glDeleteTextures(1, &m_sprites_texture);
|
|
glDeleteVertexArrays(1, &m_vao);
|
|
glDeleteVertexArrays(1, &m_screen_vao);
|
|
glDeleteBuffers(1, &m_vbo);
|
|
glDeleteBuffers(1, &m_sprites_instance_vbo);
|
|
glDeleteBuffers(1, &m_offsets_instance_vbo);
|
|
glDeleteProgram(m_program);
|
|
}
|
|
|
|
void glerminal::update_sprites()
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
|
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8UI, CELL_SIZE, CELL_SIZE, 256, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, m_sprites);
|
|
}
|
|
|
|
void glerminal::update_palette()
|
|
{
|
|
glUseProgram(m_program);
|
|
glUniform4fv(m_palette_uniform_location, 16, m_palette);
|
|
}
|
|
}
|
|
|
|
void glerminal_run(glerminal_init_cb init, glerminal_main_cb main)
|
|
{
|
|
try
|
|
{
|
|
glerminal::glerminal(init, main).run();
|
|
}
|
|
catch (const std::runtime_error& e)
|
|
{
|
|
}
|
|
}
|
|
|
|
void glerminal_flush()
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->flush();
|
|
}
|
|
|
|
void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite)
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->set(x, y, layer, sprite);
|
|
}
|
|
|
|
unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char layer)
|
|
{
|
|
if (!GLERMINAL_G) { return 0; }
|
|
|
|
return GLERMINAL_G->get(x, y, layer);
|
|
}
|
|
|
|
void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset)
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->offset(x, y, layer, x_offset, y_offset);
|
|
}
|
|
|
|
void glerminal_update_sprite(unsigned char id, glerminal_sprite sprite)
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->update_sprite(id, sprite);
|
|
}
|
|
|
|
void glerminal_update_palette(unsigned char id, unsigned int color)
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->update_palette_color(id, color);
|
|
} |